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createaddition's Issues

Multimeter changes

Current mechanics of multimeter are unclear to me and I think they requires some changes. Here are some of my suggestions:

There are two options - either we can retain multimeter in game, or we can get rid of it by incorporating it's functionality into engineering goggles

This assumes that mutlimeter is retained:

  • Make multimeter results render via engineering goggles instead of console, because it will be more immersive that way.
  • Replace current "click to start -> click to end" measurement with "aim and hold to measure" - maybe utilize the "focus" effect of a bow - the measurement would finish if the multimeter is "fully pulled".
  • Give some explanation to the format of multimeter output - for now I don't understand what "xxxM/yyyMFe" means. If t's capacity, it would be a lot better to presents something like KFET: Kilo-FE-Tick as an analogue from KWH.
  • I don't quite understand which sides of machines can be measured, so that would require some explanation or fixes. For example. Right now measuring top of accumulator connectors prints "No forge capability on this side", while clicking on sides of it's connectors somehow works. Clicking top face of accumulator doesn't work, but clicking sides works. Basically the results are different when clicking on polygons with different normals. Currently all different faces (even parts of block models!) behave differently and some print "No forge capability on this side" while others work when clicked with multimeter - this is a source of frustration and weird measurements.

The second option is my preferred one. I think, that multimeter tool is superfluous. We can completely get rid of it if only following things were to be implemented:

  • looking at connector with engineering gogles would print current FE flow in the tooltip +X fe/t if connector produces energy and -X fe/t if connector consumes energy. In my opinion that would be the cleanest way and easy to implement.
  • looking at accumulator with engineering goggles prints current KFETs stored/KFET capacity, FE flow, max charge and discharge rate in FE/t.
  • machines producing/consuming energy having "max production/consumption FE/t" in tooltips when looking at them.

Update Create version to 0.3.1

Hey, sorry to rush already, and i hope you know this already but Create 0.3.1 just came out with a bunch of new things, but create crafts & additions isnt compatible with it! hopefully you can get this out soon.

Rolling Mill issue with Optifine

Optifine absolutely hates the Rolling Mill and refuses to load it, It crashes when trying to load the shaft that runs through the centre. crash report states "Crashed while trying to render block entity"

Auto Sanding

Name said it all, a machine that do the sanding for us
need Rotation Force + Sand Paper in order to operate

Diamond Grit Sandpaper Compatibility with JEI

Currently all of Create's various crafting techniques (even the "mysterious" ones) show all their recipes in JEI and update with Crafttweaker changes.

I would like if the Diamond Grit Sandpaper mimicked the behavior of its Create counterparts (Sand Paper and Red Sand Paper) in this regard. Here is an image to give you an idea what I'm talking about. This is what appears for Sand Paper when I show uses for it with JEI:

image

Copper pole

hi i suggest a
Copper Pole

  • if hit by a lightning it will generate FE

Wires changes

Currently wire is always rendered as a 2 or 3 pixel arc. It is very hard to see up close and needlessly thick if looking from farther away. Please, consider making it a solid model or something similar to vanilla lead instead.

The messages appearing above the quickbar should be replaced with either rendered, colored lead, that shows it's preview in blue if aiming at non-connectible blocks or in the air, green if it can be connected to aimed block and red if it can't be connected (node limit reached, too far away, wrong connector).

Another way instead of rendering something like a lead in arc would be to draw create's wireframe box around target block, or use the particle system to draw a blue/green/red line to player/targeted block.

There is something pretty annoying with connecting many things together into serial connection - right now when you want to connect A-B-C-D you have to click A,B, then B,C, then C,D. Instead we could enter "connection mode" (if you ever played factorio then you should know what I mean) - basically you continue connecting the wire from last clicked connector. in above case I would have to simply click in A, B, C and D. To finish after D we could click anywhere else when connection can't be made or shift-right-click.

Nixie Tube Freedom (Suggestion)

This was something I actually suggested to the Integrated dynamics dev with a more broad idea that happened to fit my use case, however that was as of yet unused.

I like Creates Nixie tubes and enjoy the fact that they do support nametags but, name tags are ever so limiting! I personally would love if I could do FE total displays on Nixie tubes or just put anything that isn't a static value on them. A Redstone value between 0-15 isn't good enough for an FE display, plain and simple.

If there were a way to plug some sort of string writer to read Integrated dynamics variables (or some other method) would be brilliant.

Thank you for reading this, sorry if my idea is too hyper specific or too extraneous to incorporate.

Alternators don't generate power if they're in a square configuration [like 2x2 or 3x3 for example]

Describe the bug
Title.

To Reproduce
Steps to reproduce the bug:
Set up a cog network to transfer a large amount of stress into power
Place alternators next to each other and facing the cogs
Observe any power consumer behind it not receiving power.

Additional context

  • Mod version: 20210320b
  • Forge version: Forge 36.0.42
  • Create version: v0.3e

Edge-cases: If you have generators in an L shape, only 1 will produce power, and the other two will not. They all will still consume power though.

a chunk loader.

i wanna sugest a chunk loader that automatically works moving contraptions and can work with a rotational energy

[Suggestion] Air Compressor for PneumaticCraft

Would be very cool if there was a way to leverage kinetic energy for the purposes of pressure generation!

I'm making a modpack where progression follows kinetic > hydraulic > pneumatic and so it would be very cool to be able to implement the bridge between Create and PneumaticCraft via such a machine.

Dynamo

For the Cogwheel-Mates if they want to power stuff with cogwheels

  • The Dynamo is a block with a cogwheel in the middle, which generates Power by using Cogwheels
  • It would generate power at -1 Rpm to -256 Rpm or 1 Rpm to 256 Rpm
  • The FE/t is dependent on the Speed

Hope this Suggestion is Approved

Create's features (Suggestion)

Perhaps add the Hold Shift feature that shows information about the item/block i think that would be better, also maybe add some kind of different texture to the alternator/electric motor's electric part?, to show that part is electrical related

Accumulator changes

Make accumulator a passive network element with only one connector (two connectors logic is too cumbersome).

  • When there is more energy than needed in the network - accumulator is charging
  • When there is not enough energy in the network, the accumulator should discharge stored energy.
  • When accumulator is powered by redstone signal it should not discharge (but it should always charge)
  • Charging/discharging accumulator should produce some particles or change texture to give some info about what's happening.
  • Integrate showing accumulator capacity and stored energy into engineering goggles as KFET - Kilo-FE-Tick as an analogy to KWH. Also show in the tooltip accumulators charge and discharge rate.
  • Be able to pickup charged accumulator
  • Be able to read with comparator energy stored / capacity of accumulator

Include a relay to enable/disable power based on redstone signal

Description
This mod is incredible, but one thing that is missing is the ability to disable power into/out of a block.

Suggestion
I suggest you include a block that relays energy transmission based on redstone input.

This would be similar to how the gearshift is able to invert shaft rotation when receiving a redstone signal.

Compat Suggestion - Zinc Mineral Deposit for Immersive Engineering

Well, the title is self-explanatory.
Zinc might not be very useful for other tech mods, but there's an external heater compat already, so I'm just throwing a suggestion.
If this is not easy, please just disregard it! (I have no knowledge of coding)

Big thanks to this wonderful mod by the way!

Config for Heater

would it be possible to make it a config to replace the IE heater?
and does the induction heater work on blast furnace?
and would it be bossible to make it work with multiblocks like blast furnace or kiln

Stress Generator.

compared to other mods the power generated from this mod is just unusable, my suggestion is for an item enabled in the config, this item goes in front of a alternator to build a energy converter based off available stress, ex: ALT*Su/4=Fe. where alt is energy output of the alternator and su is the stress capacity of the system its connected too, you could edit the amount of su its allowed to consume by scrolling on the back, if you go to the very top it gets set to max using all stress in the system allowing no more parts to be attached. the energy output of this would send the other energy items in this mod over capacity so it would most likely only be used with other modded items, like the mekanism mod, so it would have to be disabled by default.

Induction heater doesn't power burner furnace with furnace engine mounted to it

Induction Heater doesn't heat the furnace burner that has a Create's furnace engine mounted on it even when the settings in mod config are set up:

#Heater
[heater]
	#Enable Induction Heater when attached to a Furnace Engine.
	heater_furnace_engine_enable = true

To Reproduce

  1. Edit config as above
  2. Place furnace burner
  3. Attach induction heater to furnace burner and power the heater - it should work now
  4. mount the Create's engine and flywheel to the furnace - it will work for a second or so and then the furnace burner shuts down.

Additional context

  • Mod version: createaddition-1.16.5-20210422a.jar
  • Forge version: 36.1.4
  • Create version: 0.3.1c

Energy typo

Describe the bug
Stored energy shows Kfefe instead of Kfe

To Reproduce
Steps to reproduce the behavior: Look at the electric motor with engineers googles

Additional context

  • Mod version: createaddition-1.16.5-20210404a
  • Forge version: forge-1.16.5-36.1.2
  • Create version: create-mc1.16.5_v0.3.1a
    image

Mechanical turret

Machine that launches arrows, fire charges and other projectile entities that can be shot with dispenser but to the controlled destination the same way as newly added Create's weighted ejector launches items and mobs.

Mechanical Polisher

If Sandpaper is attached to the belt on it: Items over it get polished which will use one durability point of sandpaper
Appearence:
Mechanical Belt is around 3 shafts in a Andesite casing slab or / block. the middle shaft will rotate the belt :D
Additional features:

  • If sandpaper is attached to the belt Entities who just standing on it get 1 damage per 4 secs at 32 RPM, at Max speed 256RPM = 8hp damage per 0,50 secs also damages the sandpaper
  • Enitities gets moved to the direction (left or right),where it's spinning too
  • Sandpaper can be stacked to 3
  • Engineer's Goggles show Durability and usual information
  • Ponderable which would be normal since It's a machine where Weighted Ejectors be only input Mechanical arms, Mechanical Belts input and output

Changes to connectors

I've already created several issues with suggestions, and will create some more in a few seconds, but because I didn't write it earlier - great job! This is a very good and climatic mod that fits right into the create style! Keep it up!

So here are my propositions to connectors:

  1. When looking at connector with goggles show FE flow on this connector as +FE/t and -FE/t if connector produces/consumes FE. Machines should only display "Maximum +-FE/t production/consumption".
  2. Change connectors blockmodel when it is successfully connected to a device - because sometimes you can connect connector in a wrong way and wonder why things don't work. My recommendation would be a stud that is completely insulated when it didn't connect properly, and the current model if it's connected.
  3. Make bronze and golden wires connect to the connector in different places - for example bronze more to the base of connector while golden more to the tip.
  4. Remove or increase limit for connected wires and change blockmodels when the limit is reached - for example like that:
    image
    left is connected correctly and max wires per connector is not reached, middle is connector that didn't connect to block, right is connector connected properly and all copper and gold wires are connected i.e. can't connect more wires.
  5. Make connectors an exclusive interface for passing FE - so for example accumulators could only transmit FE through connector and not through sides
  6. Change block model of connectors in blocks that have separate input/output connectors to something like below, because current white texture way is hard to remember and unintuitive:
    image
    This way remembering that input is left and output is right would be easier.

additional config option

finally found out this is whats causing the immersive engineering external heater to be uncraftable and thus breaking a good chunk of my modpack, please add a config setting to stop doing that.

Pondering

Is it possible to add the ponder Feature to these Machines

Alternator only gives off power every second.

Maybe I should list this as an enhancement, but it's kind of weird, and different from how most power machines/generators work. (At the very least, a config option would be nice.)

Basically, the alternator gives off a certain amount of power every second instead of giving off the power every tick. Nothing is technically wrong with this, it's just a bit of an oddity.

Also displaying it in power per second makes the player have to divide by 20 when trying to calculate how much power it's actually outputting(Which can cause a bit of confusion for some.)

Consider this really low priority I suppose.

FE detector circuit

Very similar to Redstone Relay but working in reverse - outputs redstone signal based on current FE and maximum possible FE flow in wire as floor(15*FE/maxFEflow).

Read power level of accumulator with comparator

It would be nice to be able to read the power level of the accumulator with a comparator to use in automated systems to shut down thing like furnace generators when the battery is full.

Alternator Power Transfer Issue When Sending Power Out

Found when the alternator is next to a energy receiving block, the alternator will send to that block even if the receiving block is unable to take energy at that moment. Also Energy is sent to sides that are outputs.

Edit:
Version: 1.16.4-20210303a
Forge: 36.0.45

Config file doesn't change ingame block behavior

The config file in config/createaddition-common.toml doesn't seem to affect behavior of the blocks, I've tried changing the power output and stress values in the alternator and the electric motor, but there was no change in game.

  • Forge version : 1.16.4-35.1.36 (One release behind latest)
  • Mods : Create, Create additions, JEI, Immersive Engineering
  • Create Version : create-mc1.16.3_v0.3e
  • Create additions Version : 1.16.4-20210127b
  • Immersive Engineering Version : 1.16.4-4.1.2-129

Transformator

You may heard of a Transformator is it possible to add this thing, that can be configurated with a wrench to lower or turn up FE?

Redstone Contact (for ladder logic)

This is probably a long shot.
I'd like to see the addition of a redstone switch. This would pass a redstone signal (input > output) when it gets another redstone value at the side. (So basically like the redstone relay but for rs instead of fe).
Reason/Use: Ladder logic. The switch would act like the input contacts of the ladder.

More ideal would be if they would be wireless (like the redstone links), but non-wireless would fine.
The advantage would be that one could make highly complex control systems in a minecraft-y way. And since ladder logic is widely used in the industry it even serves an educational purpose. It would look something like this:

2021-04-20_11 22 01

Where the birch represents the redstone switch/contact. The top rung how it would look if they would be wireless, the bottom rung if they were not (left shows control on north side, right on top, which would save space between rungs).

ChargerTileEntity uses an interface from an optional dependency

Describe the bug
Since Immersive Engineering (IE) is an optional dependency. Create Additions should work without IE. However, since ChargerTileEntity uses an interface from IE, it will throw a java.lang.NoClassDefFoundError on startup if IE is not installed.

To Reproduce
Use Create Addition without IE and try to start up a server.

Additional context

  • Mod version: createaddition-1.16.5-20210419a
  • Forge version: 36.1.2
  • Create version: create-mc1.16.5_v0.3.1c

Mechanical Tinkerer

This might be kinda hard to make
how about a Tinkerer in Electrical and Mechanical version, which could get items from a Weighted ejector, belts etc
but it's so you filter a item you want to craft and this machine will autocraft it :D

Alternator not transferring enough FE

Describe the bug
The alternator seems unable to transfer more than ~205 FE/t at 256 RPM to IE connectors no matter what configs are.

To Reproduce
attach a creative motor turned to 256 RPM to the alternator, attach any IE connector with any IE wire to any consumer of FE

Additional context
205 FE/t seems to be 1/20 of the expected output so maybe there is some sort of bug with FE/t vs FE/s?

  • Mod version: 20210320b
  • Forge version: 35.1.37
  • Create version: 0.3

Silicium and solar things

Um how about Silicium that is made by smelting quartz and then Roll it into a Silicium plate to make solar motor (generates RPM[speed configureable with wrench]) or Solar Generator(Generates FE) that works of course only while its day and it can see Sky

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